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simple_model_vis.c
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/*
* This file is part of vis-o-mex.
*
* Copyright (C) 2010-2011 Greg Horn <ghorn@stanford.edu>
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
/*
* simple_model_vis.c
*/
#include <GL/gl.h>
#include "camera_manager.h"
#include <simple_model_sim_types.h>
#include <simple_model_sim_telemetry.h>
#include "simple_aircraft_vis.h"
simple_model_t simple_model;
simple_aircraft_t * ac;
static void
simple_model_handler(const lcm_recv_buf_t *rbuf __attribute__((unused)),
const char *channel __attribute__((unused)),
const simple_model_sim_simple_model_t *msg,
void *user __attribute__((unused)))
{
memcpy( &simple_model, msg, sizeof(simple_model_t));
update_aircraft_pose( &simple_model.r_n2b_n, &simple_model.q_n2b, ac);
}
void
init_simple_model_vis()
{
simple_model_sim_lcm_subscribe(simple_model_t, &simple_model_handler, NULL);
simple_aircraft_params_t params = {
.wingspan = 10,
.aspect_ratio = 6,
.alpha = 1
};
ac = alloc_simple_aircraft( ¶ms );
}
void
draw_simple_model_vis()
{
if (!ac->initialized)
return;
// set_camera_focus( &simple_model.r_n2b_n );
draw_simple_aircraft(ac, 0);
float scale = 20;
glPushMatrix();
glLineWidth(1.0f);
glTranslatef( simple_model.r_n2b_n.x, simple_model.r_n2b_n.y, simple_model.r_n2b_n.z );
// draw command frame
glColor3f(1.0f,0.0f,0.0f);
glBegin(GL_LINE_STRIP);
glVertex3f(0.0f,0.0f,0.0f);
glVertex3f( scale*simple_model.cx_n.x, scale*simple_model.cx_n.y, scale*simple_model.cx_n.z);
glEnd();
glColor3f(0.0f,1.0f,0.0f);
glBegin(GL_LINE_STRIP);
glVertex3f(0.0f,0.0f,0.0f);
glVertex3f( scale*simple_model.cy_n.x, scale*simple_model.cy_n.y, scale*simple_model.cy_n.z);
glEnd();
glColor3f(0.0f,0.0f,1.0f);
glBegin(GL_LINE_STRIP);
glVertex3f(0.0f,0.0f,0.0f);
glVertex3f( scale*simple_model.cz_n.x, scale*simple_model.cz_n.y, scale*simple_model.cz_n.z);
glEnd();
// draw no lift rotation body axes
glColor3f(1.0f,0.3f,0.0f);
glBegin(GL_LINE_STRIP);
glVertex3f(0.0f,0.0f,0.0f);
glVertex3f( scale*simple_model.b0x_n.x, scale*simple_model.b0x_n.y, scale*simple_model.b0x_n.z);
glEnd();
glColor3f(0.3f,1.0f,0.0f);
glBegin(GL_LINE_STRIP);
glVertex3f(0.0f,0.0f,0.0f);
glVertex3f( scale*simple_model.b0y_n.x, scale*simple_model.b0y_n.y, scale*simple_model.b0y_n.z);
glEnd();
glColor3f(0.3f,0.0f,1.0f);
glBegin(GL_LINE_STRIP);
glVertex3f(0.0f,0.0f,0.0f);
glVertex3f( scale*simple_model.b0z_n.x, scale*simple_model.b0z_n.y, scale*simple_model.b0z_n.z);
glEnd();
// draw lift vectors
glColor3f(1.0f,1.0f,0.0f);
glBegin(GL_LINE_STRIP);
glVertex3f(0.0f,0.0f,0.0f);
glVertex3f( scale*simple_model.r_lift0_n.x, scale*simple_model.r_lift0_n.y, scale*simple_model.r_lift0_n.z);
glEnd();
glColor3f(1.0f,0.0f,1.0f);
glBegin(GL_LINE_STRIP);
glVertex3f(0.0f,0.0f,0.0f);
glVertex3f( scale*simple_model.r_lift_n.x, scale*simple_model.r_lift_n.y, scale*simple_model.r_lift_n.z);
glEnd();
// draw apparent wind
glColor3f(0.0f,1.0f,1.0f);
glBegin(GL_LINE_STRIP);
glVertex3f(0.0f,0.0f,0.0f);
glVertex3f( simple_model.we_n.x, simple_model.we_n.y, simple_model.we_n.z);
glEnd();
// draw aero force
glColor3f(0.0f,1.0f,1.0f);
glBegin(GL_LINE_STRIP);
glVertex3f(0.0f,0.0f,0.0f);
glVertex3f( simple_model.Faer_n.x, simple_model.Faer_n.y, simple_model.Faer_n.z);
glEnd();
// draw total force
glColor3f(0.5f,1.0f,1.0f);
glBegin(GL_LINE_STRIP);
glVertex3f(0.0f,0.0f,0.0f);
glVertex3f( simple_model.F_n.x, simple_model.F_n.y, simple_model.F_n.z);
glEnd();
glPopMatrix();
}